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- class "ShaderPass"
- function ShaderPass:__getvar(name)
- if name == "shader" then
- local retVal = Polycode.ShaderPass_get_shader(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["Shader"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- elseif name == "wireframe" then
- return Polycode.ShaderPass_get_wireframe(self.__ptr)
- elseif name == "blendingMode" then
- return Polycode.ShaderPass_get_blendingMode(self.__ptr)
- elseif name == "shaderBinding" then
- local retVal = Polycode.ShaderPass_get_shaderBinding(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["ShaderBinding"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- elseif name == "materialShaderBinding" then
- local retVal = Polycode.ShaderPass_get_materialShaderBinding(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["ShaderBinding"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- end
- function ShaderPass:__setvar(name,value)
- if name == "shader" then
- Polycode.ShaderPass_set_shader(self.__ptr, value.__ptr)
- return true
- elseif name == "wireframe" then
- Polycode.ShaderPass_set_wireframe(self.__ptr, value)
- return true
- elseif name == "blendingMode" then
- Polycode.ShaderPass_set_blendingMode(self.__ptr, value)
- return true
- elseif name == "shaderBinding" then
- Polycode.ShaderPass_set_shaderBinding(self.__ptr, value.__ptr)
- return true
- elseif name == "materialShaderBinding" then
- Polycode.ShaderPass_set_materialShaderBinding(self.__ptr, value.__ptr)
- return true
- end
- return false
- end
- function ShaderPass:ShaderPass(...)
- local arg = {...}
- for k,v in pairs(arg) do
- if type(v) == "table" then
- if v.__ptr ~= nil then
- arg[k] = v.__ptr
- end
- end
- end
- if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
- self.__ptr = Polycode.ShaderPass(unpack(arg))
- end
- end
- function ShaderPass:setAttributeArraysFromMesh(mesh)
- local retVal = Polycode.ShaderPass_setAttributeArraysFromMesh(self.__ptr, mesh.__ptr)
- end
- function ShaderPass:setExpectedAttributes()
- local retVal = Polycode.ShaderPass_setExpectedAttributes(self.__ptr)
- end
- function ShaderPass:arrayToAttributeName(array)
- local retVal = Polycode.ShaderPass_arrayToAttributeName(self.__ptr, array.__ptr)
- return retVal
- end
- function ShaderPass:__delete()
- if self then Polycode.delete_ShaderPass(self.__ptr) end
- end
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